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Sabre

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Re: Beta-package Update News & Discussion

Force us, patching is not as big a deal as you seem to make it out to be...People can stop playing for five minutes...
 

J-M v2.5.5

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Re: Beta-package Update News & Discussion

I did a quick RipEnt job and removed the three chests that spawn if a certain total amount of player HP is present in the server.
My server has the first example of an exploit-free mscave map :mrgreen:
 

The Man In Black

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Re: Beta-package Update News & Discussion

I'll laugh when the chests are fixed and you're still lacking them ;-)
 

Blasto121

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Re: Beta-package Update News & Discussion

Yes I would say go for the mid patch, something like this is best not to be left alone. That and its one less thing I will have to worry about people trying to do.
 

Thothie

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Re: Beta-package Update News & Discussion

Roger that... Let me make a few more hacks at trying to get the transitions to work right again, then I'll put it together.
 

The Man In Black

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Re: Beta-package Update News & Discussion

What's wrong with 'em?
 

Thothie

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Re: Beta-package Update News & Discussion

Ye don't appear at the spawn point yer supposed to when you go through em anymore. No idea what started this (or rather, I had an idea, but I rolled that code back to 2006 and no effect.). I figure it’s particularly important with BioRage's server using root votetype and all. Also be important for some upcoming map concepts.

I failed to fix it today... I'll be busy most of tomorrow, but I'll look into major h4x then.
 

J-M v2.5.5

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Re: Beta-package Update News & Discussion

The Man In Black said:
I'll laugh when the chests are fixed and you're still lacking them ;-)
Yeah because I totally forgot to backup mscave :roll:
Hmm... what's this? mscave_orig.bsp? It's probably useless :roll:
 

Wolfhound

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Re: Beta-package Update News & Discussion

J-M v2.5.5 said:
The Man In Black said:
I'll laugh when the chests are fixed and you're still lacking them ;-)
Yeah because I totally forgot to backup mscave :roll:
Hmm... what's this? mscave_orig.bsp? It's probably useless :roll:
Sounds like a cheatmap, you should delete it.
 

Thothie

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Re: Beta-package Update News & Discussion

Actually, Interim3 fixes it... But one would think it'd cut into your plan to outfit all the n00bs with l337 weapons. ;)
 

J-M v2.5.5

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Re: Beta-package Update News & Discussion

Thothie said:
Actually, Interim3 fixes it... But one would think it'd cut into your plan to outfit all the n00bs with l337 weapons. ;)
That being said - time to get back to twinking again XD
 

Thothie

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Re: Beta-package Update News & Discussion

Let the twinking begin!

APR2008b MANDATORY SERVER PATCH CHANGELOG:

APR2008b_pick.jpg


• Fixed treasure sploit in mscave
- Hence the mandatoryness
• New chat/console command: /stuck
- Use this if you get stuck at a spawn, it'll move you to another spawn point (if any exist)
- Only works within 128 units of initial spawn
• Fixed boss damage resistances
• Altered AI and movement type on sharks for smoother swimming
- They will also TRY to stay in the water, if placed without a monsterclip, but the monsterclip is still recommended
- Placing a monsters/fish_shark outside of water will result in brain death - don't do it. ;)
• Switched Arti-Chests to offer one random duplicate to players who already have all items
• Fixed some issues with Blood Drinker [some of which is client side]
• Moar CPU optimization on the newer AI and anti-stuck function
• Oceancrossing can be reached through Captain Charon at Deralia's port
• Oceancrossing: fixed bit where players sometimes spawned in middle of boat
• Fixed bug with mscvote_map_type "root"
• Fixed bug where transitions didn't take you to proper spawn points
- via mega-h4x, so may need testing

...and the usual 10,000 changes I'm not bothering to list...

Clients don't have to worry about this patch so much. It's just for [FN] server hosts.

Ye direct download (2MB):
http://www.msremake.com/fn/msc_serverpatch_APR2008b.exe

Requires APR2008a be installed.
 

Dridmar

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Re: Beta-package Update News & Discussion

Good...now work on the script I'll need. I may want you to make one more also.
*Whip* hurry Thothie *whip*
 

brian4

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Re: Beta-package Update News & Discussion

Thothie said:
Actually, Interim3 fixes it... But one would think it'd cut into your plan to outfit all the n00bs with l337 weapons. ;)

Too late! Already done >:D
 

Wrath

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Re: Beta-package Update News & Discussion

Thanks Thothie! :D
 

Orochi

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Re: Beta-package Update News & Discussion

Thothie, why not just add a keyvalue to the MS spawnpoints that defines a transition volume to be tied to, and have it spawn there, since the character data somehow tracks where you came from.
 

Thothie

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Re: Beta-package Update News & Discussion

...that's... how it works already... >_>
 

Thothie

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Re: Beta-package Update News & Discussion

You've probably surmised this from the various b*tching I've been doing on the forums already, but I do not think we will have a patch done by the end of the 1st.

With some luck we'll have something by the 2nd, as we're more or less down to making weapons work right at this point, however, money is probably better placed on the 3rd or 4th.
 

Dridmar

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Re: Beta-package Update News & Discussion

More time for finishing up islesofdread2 then. :p
Thothie, are you going to be on msn tonight? I would like to talk to you about the map some more...
 

Thothie

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Re: Beta-package Update News & Discussion

Just assume I'm always on... I'm rarely home these days, but when I access the net, I usually do it through my home computer and pick up my IM's there. As a result, IM's and PM's are pretty much the same system for me, so leave a message. ;)
 

Dridmar

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Re: Beta-package Update News & Discussion

Thothie said:
Just assume I'm always on... I'm rarely home these days, but when I access the net, I usually do it through my home computer and pick up my IM's there. As a result, IM's and PM's are pretty much the same system for me, so leave a message. ;)

Meh pm then.
 

Thothie

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Re: Beta-package Update News & Discussion

IM is faster if I happen to be there, but just write it like a PM. Don't waste time saying "Are you there?" ;)
 

Dudeman418

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Re: Beta-package Update News & Discussion

I haven't played in a while, but I doubt delaying it a few days is REALLY a bad thing. There've been alot of weird bugs and whatnot but take your time.
 

Thothie

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Re: Beta-package Update News & Discussion

Package is more or less good to go, but the mappers and I have to get a few things in sync, so I figure midas well give it till tomorrow eve (ie. the next time I'll likely be home). This will allow a bit more time for testing on both sides.
 

Thothie

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Re: Beta-package Update News & Discussion

MAY2008a PUBLIC CHANGELOG:


(clickable)

New Stuffs
• Felewyn Shard 1-5
- Base level req 30 giant holy sword of dewm
- Right click and the blade will glow for holy damage (instead of slash)
- Increases passive regen rate (doubly so in holy mode)
- At level 34 offers divine shield for 10 seconds (no mana cost, repeatable every 20 seconds)
- Divine shield blocks 90% of all incoming damage, stacks with all shield types, but slows the user, and makes unable to attack
- If Felewyn shard is in holy mode, Divine Shield will also repel any attackers with less than twice the player's maxhp
- Gather all five shards between five players to form Voltron *cough* I mean, for future Felewyn Blade quest...
• Fire Tomahawk - throwable axe o' flame
• Ice Tomahawk - throwable axe o' ice
• Lightning Tomahawk - throwable axe o' lightning
• Venemous Tomahawk - throwable axe o' poison
• Dark Tomahawk - throwable axe o' darkness
- Hint on the Tomahawks: you can't get BD and a Tomahawk on the same run
• TRAINABLE PETS! (very beta)
- First available pet will be a wolf. For more info on pets, see below.

New Map Support / Map Fixes
• Map support for Islesofdread1 by J (connects via oceancrossing)
• Support for Isleofdread2 and Dridje (connects via islesofdread1)
- Thanks to the delay in the betapack release, Isles of Dread 2 is fully ready and downloadable separately: HERE
• Support for Aluhandra2 by Rickler (connects through Aleyesu)
- Similarly, Aluhandra2 is available: HERE
• Reduced-sized recompile of Old_Helena (consistency for servers still crashing)
• Reduced the size of sfor in betapack by changing build method on tunnels
- Also updated with the five wizards, so you can actually do the undamael quest proper now
- nm_sfor is STILL pending (sorry...)
• Recompile of Ara
- I'm not sure what's actually changed here. >_>
• Recompile of Oceancrossing
- Fixed boats from turning / intersecting
- Added a goblins boarding from a raft for the lower levels when traveling to deralia.
• Recompile of Aleyesu
- Re-Optimized monsters numbers
- Fixed issues with Keledros spawning
• Recompile of Smugglers Cove
- Fixed a chest from being exploited.


NOTE:
• WE WILL NO LONGER INCLUDE RECOMPILES OF NON-CORE MAPS IN THE BETAPACK
- 60% of the betapack size is now maps as, it just makes it grow too fast
- I will include ripent/-onlyents patches, however, as they are tiny


New Beasties
• monsters/scorpion6 - Dread Scorpion
- First of the 'really fooking huge' scorpion series (needs a lot of room to operate at 196x196 base size) (30+ miniboss)
- Strong poison, AOE stun + knockabout
• monsters/eagle_giant_thunder - Thunderbird
- Really big bird with various thunder/lightning/tornado attacks (30+ Miniboss, 0 to 60 in 5.7 seconds, 6 MPG highway)
• monsters/sorc_juggernaut - Shahaddar Juggernaut
- Really, really big orc, with a really, really big axe (35+ miniboss), these form the backbone of the Shahaddar Armies
• monsters/sorc_brawler - Shahaddar Thunderfist
- The Shahaddar answer to the blackhand’s brawler can teleport short distances
• monsters/sorc_guard - Shahaddar Guard
- Next step up from recruit
• monsters/sorc_warrior - Shahaddar Warrior
- A slightly stronger Shahaddar Warrior with thunderaxe
• monsters/gloam1 - The standard, jumpy, flesh eating, tropical/swamp/wetlands gloam (level 30 minion, or 25 mini-boss)
• monsters/gloam_ether - Ethereal variant (level 30+ mini-boss)
- See the wiki for more info on Gloams.

Fixes/Changes:
• Fixed some crashes with the newer AI optimizations
• Consolidated axes (frees some edicts)
• Switched up how the Felewyn Ring works a bit (still need a quest for it)
• Framework for Status Icons and books in place (Thank Drigien!)
• Another possible mscave sploit
• Updated MS Tutor sprites
• Fixed bit where ice shielding NPC's would ice shield things they shouldn't
• Fixed some weirdness with blooddrinker and of future thrown weapons
- Downside to this fix is that it also means that you can no longer draw inventory while sitting :(
- It also means you cannot use fists while blood drinker is dancing :( x2
- Hopefully put an end to vanishing thrown weapons though :)

Known issues:
• 1h axes viewmodels sometimes have odd effects in the off hand
- Also true of some other consolidated models in some situations
• 2h axe viewmodel swing anim sweeps wrong direction
• Tomahawks do not use proper skin in third person (cept for fire)

=============

TRAINABLE PETS

Go me for figuring how to merge the giant rat and wolf models. ;)

Go Shurik3n for determining that character overflow is caused by inventory size, rather than file size.

Thus I thought we might take a stab at trainable pets.

To get a pet, you’ll need a "charm" of the appropriate type. Some pet types may need to be weakened before the charm can be used on them, and some charms may require a certain SC level. (Neither of these things is a factor with wolves)

At the moment the only pet type is the wolf (non-alpha) type.

Few differences between pets and summons:
• Pets gain experience over time, and become more powerful.
- They slowly gain experience for the damage they do. Be aware that the power of the opponent isn’t a factor.
• Pets follow you from map to map and never expire
- They retain their experience between maps, just like you do
• Pets will teleport to you if they get separated by more than a short distance
- Unless you tell them to "stay" and guard a specific area
- You'll want to use this to avoid getting your pet into dangerous areas or lost to hazards
• Pets slowly regenerate health when not attacking or being attacked (10% health/15 seconds)
• Pets cannot be harmed by players
- This includes PVP, but they can’t harm players either, so it shouldn’t be an issue
• If your pet dies, it is gone
- You’ll have to go get another one and start training all over again.
• You'll be alerted if your pet comes under attack while you are away from it, or if it is low on health
• You can only have one major pet at a time
- You can abandon your major pet in favor of another through menu interaction, but once you abandon a pet, you cannot charm it again.

Other than all that, pets work basically like summons, they respond to summon commands, and count against your summon count.

When not training your pet, it is advisable to have it guard a safe place, so it doesn’t get killed. I’ll have to come up with a way to “store” pets (probably in the same crystals you use to charm them), but at the moment, I’ve no system to deal with this.

I should warn that, once you have a wolf charm, Gert forest is probably not the best place to pick up a wolf, despite being an obvious locale. Reason being is that there are so many wolves in Gert forest, and they’ll all turn on the one you charm. Wherever you charm your wolf, be sure to get him out of harms way fast. Trained wolves are quite a bit stronger than their wild counterparts, but they aren’t invulnerable.

If this all works well, I’ll try to get more wolves and other types of pets in over time, plus it opens up some other possibilities. I’m still worried about this somehow corrupting characters, as the pet data is saved with yours, but thus far it seems to be behaving. Use at your own risk.

Pet resurrection charms and a naming system are also pending.

PS. Be especially careful with your pet in SFOR! (Use the stay/follow command!)

Ye Download Site
 
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